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#1301
Posted 14 November 2012 - 03:16 PM
#1302
Posted 14 November 2012 - 03:16 PM
I fail to understand, the reasoning.
I understand in order to make a game successful we must appeal to a larger audience, yes but do we have to dumb it down so every toddler can play?
The game is simple enough to understand if new players are finding it hard to get a handle on the control system. Please just introduce a training map where a player can just practice maneuvering.
Regards,
Theodore 'nodie' Dulay
#1303
Posted 14 November 2012 - 03:17 PM
#1304
Posted 14 November 2012 - 03:17 PM
Every game has a learning curve and either you feel its worth it to invest the time or you dont. Those who dont feel its worth it wont be around very long anyway. Its the perceived intrinsic value of the game that motivates people to put in the effort. Without that sense of value, the player is just going to get their 3wk novelty fix and move on. Been there, done that.
What we need is better information provided for positional and directional awareness. The HUD needs a vector indicator, a simpe pip that shows you what direction the mech is pointing/moving(where the feet are pointing). The triangles on the heading bar are nice, and should remain, but they are outside the focal area of the person, especially under fire/in combat/distressed situtations. When the pip is off the screen, have a triangle/arrow that sits on the edge of the screen in the direction of the pip.
We also need a graphical, 2D overlay that shows in an easy to interpret Torso to Leg orientation. It can be a top down view of the mech with easy to understand visual orientation between torso and legs, or as simpe as a biege/white/yelloe view arc as seen on the map, oriented up on the screen, overlayed over a green arrow that rotates according to and in reference to the legs. The arrow would always give a good indication of what direction you'd be heading if you move forward(and back). When you are going backwards, a smaller red arrow could appear on the tail of the green arrow, pointing in the opposite direction.
The issue isnt that dealing with mech movement and orientation is hard...is that the devs have neglected to provide effective indicators to properly convey the info to the player/pilot. Once the info is provided, its up to the pilot to learn to interpret and develop the movement skills...a 3rd person view will still require a learning curve, new players will still have movement issues...there is no easy way of learning how to effectivly and profficently operate any vehicle at a high level of performance while under distress...period. It just takes time, there are no short cuts.
#1305
Posted 14 November 2012 - 03:18 PM
I love the feel of the gameplay, why would you mess with it? You will alienate the FPS community and it will hurt your game's popularity.
#1306
Posted 14 November 2012 - 03:19 PM
Soy, on 14 November 2012 - 03:15 PM, said:
While others state that 3pv would be only helpful to hardcore players who would abuse it?
Whoa whoa whoa - you mean to tell me that it could potentially be beneficial to players of all skill levels and playstyles???
Not beneficial, destructive. Having third person usable in actual games would force all players to use it to be competitive. If you played Mechwarrior 4 you would have seen this.
People are against such an implementation of third person because those people (myself included) ENJOY first person. I would be forced to switch to third person to remain competitive against the corner/hill-peekers and pop tarters.
At that point it isn't a choice, it becomes mandatory to use it if you want to compete on the same level as everyone else.
#1307
Posted 14 November 2012 - 03:19 PM
No, really, not only have they found a way to completely break the game's "immersion" factor (one of the very few things the game actually does well), they've discovered an avenue to even further put off fixing the NPE by adding some sort of minimal tutorial - at least enough to cover movement and weapon usage -, as well as tie up resources that would be better put to use, you know, fixing some of the game's many almost-entirely broken mechanics. What about DHS? What about Gaussapults making a laughing stock of the Kuritan warhorse? What about the mechlab's numerous bugs and glitches? And what about that rate of heat accumulation/weapon firing speed in relation to the TT values that the game still seems to be revolving around?
nodie, on 14 November 2012 - 03:16 PM, said:
The game is simple enough to understand if new players are finding it hard to get a handle on the control system. Please just introduce a training map where a player can just practice maneuvering.
This is most likely the best option for PGI. It's a simple, easy fix that would allow players a testbed to get accustomed to mech controls without messing with matchmaking, and is minimalistic enough that there's very little for PGI to botch in delivering.
Is now a good time to ask for a refund?
Edited by Shively, 14 November 2012 - 03:24 PM.
#1308
Posted 14 November 2012 - 03:19 PM
#1309
Posted 14 November 2012 - 03:20 PM
None of these will result in a split community, which will be the result of the currently proposed solution.
#1310
Posted 14 November 2012 - 03:20 PM
Soy, on 14 November 2012 - 03:15 PM, said:
While others state that 3pv would be only helpful to hardcore players who would abuse it?
Whoa whoa whoa - you mean to tell me that it could potentially be beneficial to players of all skill levels and playstyles???
No way.
Yet people bash it.
I'm grinning at the moment.
If you take pop tarting and seeing around corners to be an improvement, why then yes it does "improve" the game for everyone who wants advantages.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/rolleyes.gif)
#1311
Posted 14 November 2012 - 03:20 PM
#1312
Posted 14 November 2012 - 03:20 PM
#1313
Posted 14 November 2012 - 03:20 PM
#1314
Posted 14 November 2012 - 03:20 PM
Soy, on 14 November 2012 - 03:15 PM, said:
While others state that 3pv would be only helpful to hardcore players who would abuse it?
Whoa whoa whoa - you mean to tell me that it could potentially be beneficial to players of all skill levels and playstyles???
No way.
Yet people bash it.
I'm grinning at the moment.
Auto-aiming and armor re-gen would also be beneficial to both, doesn't mean I want it in the game. Bottom line is this, 3rd person breaks immersion, and provides an unfair advantage over people who want to use 1st person.
#1315
Posted 14 November 2012 - 03:21 PM
#1316
Posted 14 November 2012 - 03:21 PM
#1317
Posted 14 November 2012 - 03:22 PM
#1318
Posted 14 November 2012 - 03:24 PM
Ownyu, on 14 November 2012 - 03:06 PM, said:
Knockdowns are coming back. The warping issue and not getting hit when down was a problem. Even though not falling seems to be a bigger problem now. Id rather take my chances at shooting warpers.
Maybe we can add Power ups, Jump across map jets and sidestep too! Oh Call of Hawken did that already! Damn!
#1319
Posted 14 November 2012 - 03:22 PM
Madoc Owain, on 14 November 2012 - 03:12 PM, said:
It's THAT EASY.
This allows the programmers to focus on more important things and doesn't fragment the user community further. Why not do that instead of breaking promises and splitting users apart even more?
Oh.... oh I like this. Advanced options yes.... "I got this down... hey, how do you guys turn your torso that looks cool, I can't ...oh... options? Ok let me look!"
#1320
Posted 14 November 2012 - 03:22 PM
Reason being is that you will remove a real tactics part of the game, and ruin the job of light and faster medium mechs. Right now faster mechs with less armor need this tactic of no 3rd person to stay alive and contribute to the fight. If you give third person view, then the game will suffer.
Not for nothing, i would think there is more pressing issues then this? 3rd person imho has be the last thing you guys work on.
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